Forge Quest is a dungeon crawling rpg set in a voxel world. Explore the land full of chickens on a light hearted quest to become a hero. Delve deep into the randomly generated dungeons to battle monsters, find treasure and craft your equipment. Invite your friends to join your world and help you in your adventure.

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July 29

Pushed a small update to fix a few things that were brought up in the beta features branch.

- Fixed, error when rebuilding or creating a new world for an existing character.
- Fixed, you can now get through doors without lockpicks. This was needed since in endless mode you could be immediately put into a dungeon with locked doors but no lockpicks, or worse run out. Lockpick game still exists, but rewards XP depending on number of theoretical lock picks you break.
Fixed, minor typos in some text.

As always, if you experience any issues with the game please let us know on the forums or e-mail us directly at support@forgequestrpg.com.

July 8

Another update to the beta features build. The endless feature has been working good, so it's likely that as long as no other issues creep up we will be soon releasing all of this to the main branch.

Changes

- When in endless dungeon mode, down stairs will now ask if you want to go down a level or stay on the same. If you stay on the same, it will generate a new level at the same depth and monster power.
- A new melee pursue/attack logic has been implemented. Most melee only enemies now use this logic. Instead of all piling in and attacking, they will engage you in a battle circle, and only a few at a time will come forward to attack you. Most noticeable in large groups of melee enemies.

Bug Fixes

- Fixed boss fights in story mode
- Fixed issue that prevented a lot of misc gear from dropping. From now on you should start seeing a lot of other interesting gear appear that wasn't there before.
- Shield now correctly displays big numbers in hover inspector
- Fixed, having block & interact bound to the same key will no longer interfere with entering houses/dungeons
- Fixed, dying when blocking would make the character stay in idle animation
- Fixed, default button in input prefs didn't work
- Fixed, stag beetle was doing huge amounts of damage

About This Game

Forge Quest is a dungeon crawling rpg set in a voxel world. Explore the land full of chickens on a light hearted quest to become a hero. Delve deep into the randomly generated dungeons to battle monsters, find treasure and craft your equipment. Invite your friends to join your world and help you in your adventure.

Long after great wars ravaged the land of Shmoop, a balance has been reached as both sides agreed to regulate all hero and villain related activities. This system flourishes as it creates the economic stability the land needed, and from it the great bureaucracy rose to rule over the land.

After many years from the system's inception, you step onto the scene. A strapping young adventurer who, after being dropped off by your parents, set off to obtain your Hero license from the kingdom. Although eager to claim your title, your path is full of danger as you must first prove yourself in the dungeons below. You also soon learn that not everyone plays by the rules and what it means to become a hero is much more then just a signed paper.

Play solo or network up to 4 players for co-op play

Randomly generated dungeons with scaling difficulty

Mix and match abilities from all 9 classes as you level

Collect treasure & forge gear into increasingly powerful items

Diverse monster and bosses to conquer

A light hearted story of adventure and what it means to truly be a hero.

Good itemization with potential for end-game grind/achievementDiverse skill-tree with flexibility to pick skills from multiple sub-categoriesHas small puzzles/mini-games to break up levelsHas a specific art-style that may appeal to someAllows for some clothing customization, potential for moreLots of inventory space. Lots, it's great (and you get a stash, but not a shared stash)Has a sense of humourParty play! Works well, even with latency, group buffs for everyone!Pets, have your own follower, each with their own unique abilitiy to complement youSkill reset is possible! It's got a price-tag, but if you think you screwed up you can undo itHaven't encountered many bugs (2 to be exact), so it's good to see them being patched/fixed

Cons:

Re-playability may be an issue for some, it has a game+ sort of mode, but only the same 4 dungeons (which are big)May be confusing to begin for people not familiar with RPG/Dungeon Crawl gameplayDifficulty scaling may need work, at this point I can't vouch for higher difficultiesGame black-screens when you close the window, this persists through windowed and fullscreen mode (game runs in the background, but you can't see to click or rectifiy)Newer players may struggle to understand the scaling resource cost, it isn't properly reflected in skill cost descriptionsPets are currently lack-luster in terms of damage/functionalitySkill bar slots are quite limited, it's not possible to cycle to a second skill bar or use F-keys etc.

It comes across as a voxel-based game with similarities to games like Torchlight, with references to quite a few things (the more obvious ones being things like Zelda, which was cool and somewhat nostalgic).

I personally found it very easy to pick up and learn, with most things being quite intuitive and any issues I had, I could check the in-game help/guide. That said, I had to explain a few concepts to people I got to play, the big one being socketing (the only confusion I had was seeing the rarity and mixing it up with the socket colour), I'm not entirely sure how this could be streamlined, perhaps a small image in the guide with arrows.

Itemization seems good, as of posting this I've only cleared normal and started intermediate on one character (plus a few others close to clearing normal), I've found that it has potential to go quite far, with the inevitable grind for the perfect socket combinations, unique drop of the item you want, etc. This is of course fine, assuming that the challenge remains present. In my current iteration, I've found that with enough gear refines and appropriate sockets, even without building defensively at all, there's no threat from monsters or traps. This of course may change in higher difficulties, but there should still be some kind of progression.

In terms of progression, I found the first dungeon and a half scales pretty linearly, then there was a gear spike where sockets and refines became more viable, new skills unlocked and suddenly what was a pain to deal with (healing wolf packs with resistance) became easy, this is completely okay, as long as there comes another stage of difficulty.

Anyway, going on, skill selections are good, being able to cross-class your trees is great. Want to be a rogue with some magical prowess? No problems. Want to be a barbarian with sentry guns for backup? You can do that! I think that's a good thing, it allows build diversity. Could lead to further itemization with +skill level on a rune or added flavour on weapons/armour. I found it slightly perplexing being able to progress down one side of the tree, but then unable to come from the final skill back to the top layer (in order to skil a skill I don't want), you can only go up the tree, I guess.

Resource costs for skills might seem steep at first, but this becomes more logical (and requires further investment into gear) at higher levels. Currently there's quite a few weapon choices, although more would always be welcome. Certain base items won't start dropping until specific stages of the game. By the end of the first playthrough, you should have seen most/all of them.

I like that there's higher difficulties, where you can keep your character, but I feel the endless dungeon mode (rng maps, map mods, possibly with influence) which I think I saw mentioned somewhere would be a good improvement for later gameplay, especially if new areas could be introduced (or new monsters).

Party difficulty scaling is great, while not everyone will welcome it, it stops the game feeling too easy with group-orientated skills. Did I mention there's a support sub-class? Group-buffs? No? Well I should have!

Specific skills may be over-tuned, while it's great having that really high cost ultimate ability that deals loaaads of damage at max rank, it's not so great if it one-shots the boss.

Pets. Cool feature, feels lack-luster. There's room here for much more. More pets, more utility for them, longer durations? Give them an auto-attack or make them collect gold. In their current iteration they deal pitiful amounts of damage. This may be due to a level discrepancy (i.e. pet lv.25 vs monster lv.31) but I found that they weren't useful. By making the cooldown more powerful, people might be incentivised to build around pets. Potential to have all pets summoned at once? (could lead to screen clutter, especially in group-play) would make using pet-runes viable.

Skill bar is somewhat limiited, which forces you to choose your skills carefully (that's good), but having pets also require a skill bar slot, to properly use, so do consumables. Health potions are pointless, almost, the only reason I found to use them was if I had no other means of healing early-game (or I face-tanked traps later on). I feel a second skill bar would be greatly beneficial, it would allow for more diversity with skills, quality of life with pets/potions/town scroll, etc.

A skill-reset is possible, that's great, unfortunately it might also make new characters somewhat obselete. The only real difference in making a new character is the starting gear and which of the 3 base classes you use as a start-point. The rest is purely cosmetic (which you can override) or can be changed in a few skill-points.

Lastly, mobility skills. There's only one. Leap. Mobility skills are sort of a quality-of-life thing, not having to run 200 steps in the wrong direction to get back to that one item is a nice QoL, admittedly that could be seen as reducing the life-span of the game, but there's still that same element of back-tracking and exploration without that. One mobility-orientated skill (Dash doesn't count) would be nice for each class (not all, rather 1 per base/sub-class in total, i.e. mage gets a short-range teleport, rogue gets a vanish trick).

Anyway, I'm sure there's stuff I missed, but that's my (fairly detailed) impression. I like this game and I'd recommend it, I've given copies to a couple of my friends and it's pretty fun to play in groups. I hope to see more challenge/replayability in the future. I'd probably give it a 7.5/10. That's comparing games in it's genre from established publishers with a lot more financial backing. It's a bit more niche than Diablo or something like that, but it's a good game, it's got potential to be pushed into something that can be played for hundreds of hours, it's just not quite there yet. Is it worth the price-tag? Maybe not for everyone, but if you've played (and enjoyed, hopefully) the likes of games like Torchlight, or just like the genre, give it a go.

I really like this game, I beat it on normal difficulty in about 18 hours.What is great is after you beat the game it unlocks Intermediate, Hard, Expert, and Master. When you beat the game on a particular difficulty, you have the option to keep your levels and gear. The story and dungeons will reset to higher levels and harder enemies. I found the game very fun and challenging. It is cute and silly, but also serious and rather deep at other points in the story. I love the dungeons and the enemies, each dungeon seems to get better as you go. I found that playing this I really felt like the hero going through a fun and interesting story.Pros-fun enemies and dungeons Fun story Cute graphics and music Interesting fun spells and weapons Having a house and storage in town, plus many workbenches and mechants around.Cons-Bosses could sometimes be harder I wish it was longer even if there is harder difficulties to play through

My approach to reviewing this game is going to be at odds with its whimsy. After all, this is an action-RPG about saving the land of Shmoop from an evil chicken. I probably shouldn't take it so seriously. While I appreciate what Forge Quest is going for, I don't think it does enough to establish itself as either a fun adventure or a challenging game.

As the hero-in-training, you'll brave the depths of four dungeons, contend with a handful of bosses, and craft superior gear. As far as the genre goes, Forge Quest offers plenty of diversity, with strong mechanics to back it up. At the start, you're given the choice between numerous classes. However, like Dark Souls, this is mostly just for starting out. As you gain levels, you can put skill points into fighter, thief, and mage classes. Your identity is not limited, because with enough experience you could become the mightiest arch-mage ninja warlord in Shmoop.

The combat falls somewhere in-between Diablo and The Legend of Zelda. Naturally you'll want the strongest gear, so you can crush your enemy in numbers. However, you'll also have to consider weapons that suit your style of play. A sword is suitable for most situations, but you might appreciate the strength of a great sword. The bow is the trademark of any good adventurer, but throwing knives are so much faster. Each weapon behaves differently, and has their own special technique when the attack button is held down. Essentially, you have to do more than just click on enemies to kill them. Numerous spells and weapon-skills round out your offensive options. My only complaint is that the mechanics aren't sufficiently tight. Enemies can and will hurt you even if it doesn't look like their attacks actually touch. You'll adapt to it in time.

Unlike most action-RPGs, the strongest gear is crafted, not acquired via monster piñatas and luck. Numerous weapons and armor are dropped when enemies are destroyed, but most of it is junk. By taking all this garbage to the forge, you can craft something powerful. All loot has its own level. Every piece can be strengthened up to 10 levels past their current. Equipment can also be slotted to hold ability-boosting runes. It's a very well-done system, too well-done really. While this likely won't be a major issue in the first play-through, crafting will lead to the player becoming overpowered.

Allow me to explain just how quickly crafting can get out of control. Stats are decided through exponential increases. Early on, you'll only get a few HP when you level up. Eventually this number goes to the 10s, the 100s, the 1000s, and beyond. Enemy stats rise in much the same manner. As long as you keep your gear updated, you'll hardly notice a difference no matter what difficulty you're on. The numbers are massive, but actually change very little. To really shatter the balance, you can pile on the runes and max out particular skills. I'm at the fourth dungeon of my Hard-difficulty play-through. My twin-axes have a DPS of 150,000+. I don't doubt that there are other players at the same point with even stronger weapons. It's absolute overkill and renders much of the replay-value moot. There's no real difficulty to a game, when bosses can be defeated in a couple hits.

Now I won't claim that this experience will be the same for every adventurer, but once you get a basic grasp of the crafting system, you will become overpowered. You could limit yourself by not crafting. However, this means you'll have to rely entirely on drops and your grasp of combat techniques. This is a worrying situation to consider, because the difference between 10 or even 5 levels of gear can be dramatic. The developer could always patch the game and make crafting less useful. This is an idea I'm torn on.

You may remember a game for the Xbox 360 called Kingdom Under Fire: Circle of Doom. Like Forge Quest, it's an action-rpg with an overpowered crafting element. In that game, there were orange potions you could find. Basically, they worked as a multiplier when crafted to a weapon or armor. Most players just stocked up on these potions, and were able to turn their starter gear into something powerful enough to kill the final boss in one hit. It got to a point where nobody really knew how crafting was supposed to work. Eventually the orange potions were patched/nerfed severely, and everyone either gave up or stuck to the previous version. This is an extreme scenario, but I think it's worth mentioning. Balancing is an especially delicate aspect of Action-RPGs. You can't simply fix what was broken, or you risk making the game less fun. Difficulty has to expand outward by bringing in new challenges. Harder play-throughs shouldn't only result in stronger monsters. Give these creatures new abilities, throw in some new foes, and change things around when appropriate.

Even if I ignore the game-breaking crafting, it's difficult to muster an appreciation for the dungeons. Seeing as how they're randomized, it's important to include numerous ideas, so that every floor has something new to discover. Instead, repetition sets in far too quickly. The situations tend to be basic. There is a room, sometimes it is filled with enemies, maybe there's a block-pushing puzzle, or it could hold traps and treasure. I won't ask for innovation, but some variety would have done wonders. This might be a symptom of the locales, which are all too familiar to RPG fans. Instead of four large dungeons, I would have preferred to see eight smaller ones. It'd be nice to explore a robot factory, a haunted cathedral, or even a castle in the sky.

Multiplayer is available, although I think it'd benefit new players more than veterans. Teaming up to take on a deadly foe loses much of its appeal, when said foe is no match for even one hero. I didn't have any luck getting an online game started. One day I'll have to sit down and figure out port-forwarding.

With its charming voxel-graphics and light-hearted story, Forge Quest is sure to offer a pleasing first impression. However, it lacks the crucial elements that make for a highly-replayable action-RPG.

I enjoyed playing this game immensely and I still do because it's just fun to keep on playing. Due to the fact that it's still in development the storyline isn't much still but it's still fun to just play and go around hacking and slashing, exploring, and looting what there is to loot. I will say that it's extremely fun to play if you have a friend to play with (Not that it isn't fun to play by yourself) whether you're actually playing through the game to finish the story or to just goof around and have a fun time. I recommend this game to anyone that has an interest in dungeon crawlers or voxel games and that just like to play games with action and/or adventure in them.